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Update many things in Lua API docs (#8236)

- minetest.get_hit_params
- minetest.get_dig_params
- table.indexof
- Scope of minetest.register_alias
- Vector function parameters
- More explanation of when `minetest.on_player_receive_fields` is called
- Syntax/semantics of the fields in `minetest.on_player_receive_fields`
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Wuzzy2 authored and paramat committed Feb 17, 2019
1 parent 00a22ec commit 187519407be5ca51db007d638857917ba53f1b6d
Showing with 85 additions and 13 deletions.
  1. +85 −13 doc/lua_api.txt
@@ -258,13 +258,15 @@ dependency.
Aliases
=======

Aliases can be added by using `minetest.register_alias(name, convert_to)` or
`minetest.register_alias_force(name, convert_to)`.
Aliases of itemnames can be added by using
`minetest.register_alias(alias, original_name)` or
`minetest.register_alias_force(alias, original_name)`.

This converts anything called `name` to `convert_to`.
This adds an alias `alias` for the item called `original_name`.
From now on, you can use `alias` to refer to the item `original_name`.

The only difference between `minetest.register_alias` and
`minetest.register_alias_force` is that if an item called `name` exists,
`minetest.register_alias_force` is that if an item named `alias` already exists,
`minetest.register_alias` will do nothing while
`minetest.register_alias_force` will unregister it.

@@ -1801,8 +1803,16 @@ Example:
Formspec
========

Formspec defines a menu. Currently not much else than inventories are
supported. It is a string, with a somewhat strange format.
Formspec defines a menu. This supports inventories and some of the
typical widgets like buttons, checkboxes, text input fields, etc.
It is a string, with a somewhat strange format.

A formspec is made out of formspec elements, which includes widgets
like buttons but also can be used to set stuff like background color.

Many formspec elements have a `name`, which is a unique identifier which
is used when the server receives user input. You must not use the name
"quit" for formspec elements.

Spaces and newlines can be inserted between the blocks, as is used in the
examples.
@@ -2295,6 +2305,12 @@ The following functions provide escape sequences:

Spatial Vectors
===============
A spatial vector is similar to a position, but instead using
absolute world coordinates, it uses *relative* coordinates, relative to
no particular point.

Internally, it is implemented as a table with the 3 fields
`x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.

For the following functions, `v`, `v1`, `v2` are vectors,
`p1`, `p2` are positions:
@@ -2329,8 +2345,12 @@ For the following functions `x` can be either a vector or a number:

* `vector.add(v, x)`:
* Returns a vector.
* If `x` is a vector: Returns the sum of `v` and `x`.
* If `x` is a number: Adds `x` to each component of `v`.
* `vector.subtract(v, x)`:
* Returns a vector.
* If `x` is a vector: Returns the difference of `v` subtracted by `x`.
* If `x` is a number: Subtracts `x` from each component of `v`.
* `vector.multiply(v, x)`:
* Returns a scaled vector or Schur product.
* `vector.divide(v, x)`:
@@ -2397,12 +2417,35 @@ Helper functions
* returns time with microsecond precision. May not return wall time.
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* `table.indexof(list, val)`: returns the smallest numerical index containing
the value `val` in the table `list`. Non-numerical indices are ignored.
If `val` could not be found, `-1` is returned. `list` must not have
negative indices.
* `table.insert_all(table, other_table)`:
* Appends all values in `other_table` to `table` - uses `#table + 1` to
find new indices.
* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
position.
* returns the exact position on the surface of a pointed node
* `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
that digs a node.
Returns a table with the following fields:
* `diggable`: `true` if node can be dug, `false` otherwise.
* `time`: Time it would take to dig the node.
* `wear`: How much wear would be added to the tool.
`time` and `wear` are meaningless if node's not diggable
Parameters:
* `groups`: Table of the node groups of the node that would be dug
* `tool_capabilities`: Tool capabilities table of the tool
* `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
Simulates an item that punches an object.
Returns a table with the following fields:
* `hp`: How much damage the punch would cause.
* `wear`: How much wear would be added to the tool.
Parameters:
* `groups`: Damage groups of the object
* `tool_capabilities`: Tool capabilities table of the item
* `time_from_last_punch`: time in seconds since last punch action



@@ -3518,10 +3561,10 @@ Call these functions only at load time!
* `minetest.register_entity(name, entity definition)`
* `minetest.register_abm(abm definition)`
* `minetest.register_lbm(lbm definition)`
* `minetest.register_alias(name, convert_to)`
* `minetest.register_alias(alias, original_name)`
* Also use this to set the 'mapgen aliases' needed in a game for the core
mapgens. See [Mapgen aliases] section above.
* `minetest.register_alias_force(name, convert_to)`
* `minetest.register_alias_force(alias, original_name)`
* `minetest.register_ore(ore definition)`
* Returns an integer uniquely identifying the registered ore on success.
* The order of ore registrations determines the order of ore generation.
@@ -3679,11 +3722,39 @@ Call these functions only at load time!
* Return `true` to mark the message as handled, which means that it will
not be sent to other players.
* `minetest.register_on_player_receive_fields(function(player, formname, fields))`
* Called when a button is pressed in player's inventory form, when form
values are submitted or when the form is actively closed by the player.
* Fields are sent for formspec elements which define a field, and the "quit"
field is sent when actively closing the form by mouse click, keypress or
through a button_exit[] element.
* Called when the server received input from `player` in a formspec with
the given `formname`. Specifically, this is called on any of the
following events:
* a button was pressed,
* Enter was pressed while the focus was on a text field
* a checkbox was toggled,
* something was selecteed in a drop-down list,
* a different tab was selected,
* selection was changed in a textlist or table,
* an entry was double-clicked in a textlist or table,
* a scrollbar was moved, or
* the form was actively closed by the player.
* Fields are sent for formspec elements which define a field. `fields`
is a table containing each formspecs element value (as string), with
the `name` parameter as index for each. The value depends on the
formspec element type:
* `button` and variants: If pressed, contains the user-facing button
text as value. If not pressed, is `nil`
* `field`, `textarea` and variants: Text in the field
* `dropdown`: Text of selected item
* `tabheader`: Tab index, starting with `"1"` (only if tab changed)
* `checkbox`: `"true"` if checked, `"false"` if unchecked
* `textlist`: See `minetest.explode_textlist_event`
* `table`: See `minetest.explode_table_event`
* `scrollbar`: See `minetest.explode_scrollbar_event`
* Special case: `["quit"]="true"` is sent when the user actively
closed the form by mouse click, keypress or through a button_exit[]
element.
* Special case: `["key_enter"]="true"` is sent when the user pressed
the Enter key and the focus was either nowhere (causing the formspec
to be closed) or on a button. If the focus was on a text field,
additionally, the index `key_enter_field` contains the name of the
text field. See also: `field_close_on_enter`.
* Newest functions are called first
* If function returns `true`, remaining functions are not called
* `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
@@ -6109,6 +6180,7 @@ Used by `minetest.register_node`.
on_receive_fields = function(pos, formname, fields, sender),
-- fields = {name1 = value1, name2 = value2, ...}
-- Called when an UI form (e.g. sign text input) returns data.
-- See minetest.register_on_player_receive_fields for more info.
-- default: nil

allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),

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